somerandomdude
Learned
- Joined
- May 26, 2022
- Messages
- 661
Mages get a few things in the very end game/post game, but it's still a case of too little, too late, IMO. They needed some of this stuff during the story campaign as a baseline for simply being viable at all. Like, I crafted a wand that has 3 charges of +100mp, so every battle you got some free MP boosters, as well as some spells that finally hit in a bigger area than a basic +. I still haven't gotten the summon spells, I've seen a few enemies with them, and I even recruited an enemy who had the gnome spell, but the game robbed me from acquiring the spell equipped on the person I just recruited? I also recruited a Lich who had some necromancer spells that I didn't possess, and I got robbed there too. Saw a guy with a dragon magic, I was like cool, but why bother, the game will just rob me again if I recruit them?Agreed that mages feel useless next to Rune Fencers. Magic IN GENERAL isn't useless, though. If anything, it was redundant before, when Archers made every class pointless. Now if you want to take down enemies at a distance you need an even mix of magic and archery depending on the enemy's armor type, and Rune Fencers/Valkyries actually become extremely useful for being able to deal either type of damage depending on the enemy you fight.I haven't been impressed with Wizards so far, but I just got Paradigm Shift and that certainly seems like it has potential. My Enchantress has been on the team for giggles than anything, but with the AoE-stuff unlocking she's a bit more useful.
I love gishes but I also haven't been impressed with Rune-Fencer/Valkyrie. Seems like a poor man's Ninja for the most part.
EDIT: I'm expecting my Enchantress to become quite a bit better once I unlock the +3 range staff though. Because she can't use Baldur Mace, she skips the +2 weapon meaning you get a huge increase when the +3 staff becomes available.
Mages are really toned down/nerfed in this version. You'd have to have perspective about how good they used to be vs how they are in this version. The reason why mages are shit, is because finishers use MP in this game, which sort of invalidates mages as an offensive tool. In the PS1 version, mages got an area 2 AOE with the basic spell (once their INT level increased), and then learned a summon spell which could multi-hit one target for big damage (usually a oneshot), so they were pretty powerful. In this version they're not even 1/4 as good. Not only that, but mages are super squishy, and the enemy AI tends to go out of their way to isolate them. Rune Fencers are 90% as good as mages with spells, and can also use a heal, and don't get easily picked off by enemy archers, and have MP regen for finishers. Rune fencers also learn a 0MP cost activation skill in the late 20s, early 30s, so that level 3 missile spell or heal ends up being free. I gave my rune fencers spears. At 30 skill they learn a ranged AOE finisher that hits in a + that does big damage for 60mp cost. The sorta offense I wish I had on a mage, but they never actually get. Even if mages get better options in post game in this version, I say too little too late.
The problem is that by whatever change happened under the hood, wizards just aren't that great at magic compared to the hybrids. My generic valkyrie outdamages the generic wizard with the same spell, it's absurd.
Also, the battle speed in this game was still too slow for my liking, even after simplifying animations, and using the in game booster. The game felt a lot better after applying a double speed boost, and it made battles a bit less of a slough. Certain types of characters seem to do fine on AI control, but the AI doesn't use any of the buffing skills ever on any of the options given, so characters with buffs must be manually controlled. The game feels a lot better with a x2 speed boost, and 1/3-1/2 of your lineup on AI control.
Last edited: